Act 1, Scene 1: The Old Watch Station (CR 4)

This small dog has a rough coat and a hungry look in its dark brown eyes.

BonebagCR ⅓

Male dog (Pathfinder RPG Bestiary 87)

N Small animal

Init +1; Senses low-light vision, scent; Perception +8

Defense

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)

hp 6 (1d8+2)

Fort +4, Ref +3, Will +1

Offense

Speed 40 ft.

Melee bite +2 (1d4+1)

Statistics

Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Base Atk +0; CMB +0; CMD 11 (15 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent

Special Abilities

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Creeley GreevesCR 3

Male human fighter 4

LE Medium humanoid (human)

Init +5; Senses Perception +5

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 34 (4d10+8)

Fort +6, Ref +2, Will +4 (+1 vs. fear)

Offense

Speed 30 ft.

Meleemwkgreataxe +10 (1d12+8/×3)

Rangedmwk throwing axe +6 (1d6+4)

Tactics

Before Combat If Greeves overhears combat elsewhere in the building but isn’t directly involved, he takes 2 rounds to drink his potion of blur and potion of bull’s strength before going to investigate.

During Combat Greeves tries to quell any opposition using Power Attack every round, employing Cleave whenever possible.

Morale Greeves flees or surrenders if his Furies fall and he has not felled at least as many PCs.

Statistics

Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8

BaseAtk +4; CMB +8; CMD 19

Feats Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)

Skills Bluff +3, Intimidate +6, Perception +5, Sense Motive +5

Languages Common

SQ armor training 1

Combat Gearpotion of blur, potion of bull's strength, potion of cure moderate wounds, potion of invisibility; Other Gearmwk breastplate, mwkgreataxe, mwk throwing axe

Special Abilities

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Power Attack -2/+4You can subtract from your attack roll to add to your damage.

Furies (2)CR ⅓

Female human warrior 1

LE Medium humanoid (human)

Init +1; Senses Perception +1

Defense

AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)

hp 7 (1d10+2)

Fort +3, Ref +1, Will +0

Offense

Speed 30 ft.

Melee longsword +3 (1d8+1/19-20)

Tactics

During CombatThe Furies work as a team, flanking as much as possible to deal as much Precise Strike damage as they can, and working to prevent Greeves from being overwhelmed. If their attacks are ineffective, they instead try to flank and use aid another to help Greeves hit.

Morale If Greeves falls, the Furies surrender. If brought below 5 hit points, the Furies attempt to flee.

Statistics

Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9

Base Atk +1; CMB +2; CMD 13

Feats Precise StrikeAPG, Weapon Focus (longsword)

Skills Intimidate +3, Perception +1

Languages Common

Other Gear chain shirt, buckler, longsword

Special Abilities

Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Act 2: Scene 2a: Boulder Dash (CR 5)

Boulder TrapCR 2

Type mechanical; Perception DC 15; Disable Device DC 15

Effects

Trigger location (Medium creature on the broken grate) or manual; Reset manual

Effect boulder (3d6 damage and knocked into sewer channel, DC 15 Reflex save for half damage; a creature that makes its save avoids being knocked into the water); multiple targets (all targets in 10-foot-wide corridor, moves 50 feet first round, 30 feet each additional round for 2 more rounds)

Chute TrapCR 1

Type mechanical; Perception DC 20; Disable Device DC 20

Effects

Trigger location; Reset manual

Effect 20-ft.-deep chute (1d6 falling damage, characters are deposited in the drainage room [area 2b]); DC 20 Reflex avoids; single target

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold Scouts (2)CR 1

Male kobold ranger 2 (Pathfinder RPG Bestiary 183)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +8

Defense

AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)

hp 19 (2d10+4)

Fort +4, Ref +6, Will +1

Weaknesses light sensitivity

Offense

Speed 30 ft.

Melee short sword +2 (1d4-1/19-20)

Ranged light crossbow +4 (1d6/19-20)

SpecialAttacks combat style (crossbowAPG), favored enemy (humans +2)

Tactics

During Combat The scouts attempt to pin down as many opponents as they can with their tangle bolts(+1seeking bolts that entangle the target on a hit, in addition to the bolt damage, as if it had been hit by a tanglefoot bag), then use Deadly Aim to deal maximum damage to entangled targets. One scout mans the trap trigger at all times.

Morale The scouts only stay long enough to lure as many PCs as they can into the path of the boulder. They flee to the drainage room (area 2b), where they can continue the fight with an ally.

Statistics

Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8

Base Atk +2; CMB +0; CMD 13

Feats Deadly Aim, Precise Shot

Skills Acrobatics +4, Craft (traps) +6, Disable Device +4, Knowledge (dungeoneering) +4, Perception +8, Stealth +11, Survival +6; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Draconic

SQ crafty, track +1, wild empathy +1

Combat Gearpotion of cure light wounds (2); Other Gear studded leather, light crossbow with 20 bolts and 2 tangle bolt, short sword, masterwork trapmaking tools, thieves' tools

Special Abilities

Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Track +1 Add the listed bonus to survival checks made to track.

Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Act 2, Scene 2b: Drainage Room (CR 4)

This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.

GurvaCR 4

Male otyugh (Pathfinder RPG Bestiary 223)

N Large aberration

Init +0; Senses darkvision 60 ft., scent; Perception +9

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)

hp 39 (6d8+12)

Fort +3, Ref +2, Will +6

Immune disease

Offense

Speed 20 ft.

Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)

Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)

Special Attacks constrict (tentacle, 1d6+2)

Statistics

Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6

Base Atk +4; CMB +9 (+13 grapple); CMD 19

Feats Alertness, Toughness, Weapon Focus (tentacle)

Skills Acrobatics +0 (-4 to jump), Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair

Languages Common

Special Abilities

Disease (DC 14) (Ex)Filth Fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.

Grab: Tentacle (Large) (Ex)You can start a grapple as a free action if you hit with the designated weapon.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Act 2, Scene 2d Yippitok’s Shop (CR 5)

YippitokCR 5

Kobold alchemist 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 183)

LE Small humanoid (reptilian)

Init +9; Senses darkvision 60 ft.; Perception +11

Defense

AC 25, touch 15, flat-footed 21 (+3 armor, +3 Dex, +1 dodge, +3 natural, +4 shield, +1 size)

hp 53 (6d8+23)

Fort +6, Ref +11, Will +3; +4 bonus vs. poison

Weaknesses light sensitivity

Offense

Speed 60 ft. (50 ft. in armor), climb 20 ft.

Melee dagger +3 (1d3-2/19-20)

Ranged bomb +11 (3d6+3 Fire) or

Ranged frost bomb +11 (3d6+3 Cold) or

Ranged smoke bomb +11 () or

Ranged stink bomb +11 ()

Special Attacks bomb 9/day (3d6+3 fire, DC 16)

Alchemist Extracts Prepared (CL 6th; concentration +9)

2nd—cure moderate wounds, false life, invisibility, spiderclimb

1st—comprehend languages, cure light wounds, expeditious retreat, shield, true strike

Tactics

Before Combat If the PCs set off the doorbell alarm in area 2c, Yippitok drinks his mutagen and an extract of falselife. Both of these are included in his stats. If he has additional time, he drinks one extract per round to increase his chances of surviving the impending invasion of his lab, beginning with expeditious retreat, then spider climb, invisibility, and shield.

During Combat If a group of at least 3 PCs are huddled together, Tok uses his stink bomb against them, especially if there are spellcasters or archers among them. If his enemies spread out, he switches to frost bombs to slow them down and prevent full attacks.

Morale When reduced below 15 hit points, Tok drinks his extract of curemoderate wounds and attempts to flee into the theater to warn his father and brother of the impending attack.

Base Statistics Without his mutagen in effect, Tok has the following statistics: AC 19, touch 15, flat-footed 15; Ref +9, Will +4; Dex 16, Wis 12; Acrobatics +9, Disable Device +12, Perception +12, Stealth +16

Statistics

Str6, Dex20, Con 11, Int16, Wis10, Cha 8

Base Atk+4; CMB +1; CMD 17

Feats Brew Potion, Dodge, Improved Initiative, Throw Anything, Toughness

Skills Acrobatics +8 (+16 to jump), Climb +3, Craft (alchemy) +12 (+18 to create alchemical items), Craft (traps) +14, Disable Device +13, Perception +11, Spellcraft +12, Stealth +35 (+55 when immobile); Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic, Dwarven, Gnome

SQ alchemy (alchemy crafting +6), crafty, discoveries (frost bomb, smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, swift alchemy

Combat GearmutagenAPG, potion of neutralize poison, potion of remove disease; Other Gearmwk studded leather, dagger, cloak of resistance +1, alchemist starting formula book, masterwork thieves' tools, masterwork trapmaking tools, 40 gp

Special Abilities

Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 3d6+3 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.

Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Frost Bomb (Su)When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.

Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.

Swift Alchemy (Ex) You can construct alchemical items in half the normal time.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Additional Details

BombsYippitok can vary the nature of his bombs in the following manner: A frost bomb deals cold damage instead of fire damage; creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed at a DC 16 Fortitude save. A smoke bomb deals no damage, but instead creates a cloud of thick smoke when it detonates; the cloud functions as a fog cloud, filling an area equal to twice the bomb’s splash radius for 6 rounds. A stink bomb functions as a smoke bomb, but has the effects of stinking cloud in place of fog cloud and lasts for 1 round. Only one variant bomb type may be used on any single bomb.

Act 3: The Sewer Dragon’s Lair (CR 5)

KibizaxCR 5

Old kobold sorcerer 6 (Pathfinder RPG Bestiary 183)

LE Small humanoid (reptilian)

Init +5; Senses darkvision 60 ft.; Perception +11

Defense

AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)

hp 37 (6d6+14)

Fort +1, Ref +3, Will +5

DR 10/adamantine (70 points); Resist electricity 5

Weaknesses light sensitivity

Offense

Speed 30 ft.

Melee2 claws +1 (1d3-3)

Ranged sling +5 (1d3-3)

Special Attacks claws (2, 1d3, treated as magic weapons, 7 rounds/day)

Sorcerer Spells Known (CL 6th; concentration +10)

3rd(4/day)—lightning bolt (DC 17)

2nd(6/day)—invisibility, minor image (DC 16), resistenergy, scorching ray

1st(7/day)—mage armor, magic missile, obscuring mist, shocking grasp, silent image (DC 15)

0 (at will)—acid splash, daze (DC 14), detect magic, ghostsound (DC 14), message, prestidigitation, read magic

Bloodline Draconic

Tactics

Before Combat By the time the PCs reach the throne room, Kibizax is almost certainly alerted to their presence (either from his alarm spell in area 2c or from the sound of fighting with Yippitok) and has false life, mage armor, and stoneskin active when they arrive (included in stat block).

During Combat When combat starts, Kibizax stops concentrating on the dragon illusion (it remains an additional 2 rounds) and casts lightning bolt, hoping to get as many PCs in the aisle as possible. Then he hides behind his throne and casts invisibility. Kibizax focuses on disorienting and misleading his enemies, using invisibility, obscuring mist, and illusions of himself to disorient and misdirect enemies as much as possible. Kibizax uses his lightning bolt whenever he can get two or three enemies in its arc. Otherwise, he tries to pick off targets with scorching ray and magic missile. Above all, Kibizax plays to the kobold audience in the balconies, as he knows this is his last performance and wants to go out in style and in a way that encourages them to push for his successor to continue the war with the Pathfinder Society.

MoraleKibizax fights to the death.

Base Statistics Without the benefit of precasting any spells, Kibizax has the following statistics: AC 14, touch 13; hp 29.

Statistics

Str 5, Dex 12, Con 9, Int 12, Wis 10, Cha 18

Base Atk +3; CMB -1; CMD 10

Feats Eschew Materials, Expanded ArcanaAPG, Improved Initiative, Toughness

Skills Intimidate +13, Perception +11, Spellcraft +10; RacialModifiers +2 Perception

Languages Common, Draconic

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty

Combat Gearpotion of cure light wounds, scroll ofstoneskin, wand of false life (7 charges); Other Gear sling with 10 sling bullets, 20 gp

Special Abilities

Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.

Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Magic Claws (7 rounds/day) (Ex)As a free action, gain 2 claw attacks.

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Act 1, Scene 1: The Old Watch Station (CR 7)

This small dog has a rough coat and a hungry look in its dark brown eyes.

BonebagCR 1

Male riding dog (Pathfinder RPG Bestiary 87)

N Medium animal

Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

Offense

Speed 40 ft.

Melee bite +3 (1d6+3)

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +3; CMD 15 (19 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent

Special Abilities

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Creeley GreevesCR 5

Male human fighter 6

LE Medium humanoid (human)

Init +5; Senses Perception +9

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 49 (6d10+12)

Fort +10, Ref +6, Will +8 (+2 vs. fear)

DefensiveAbilities concealment (20% miss chance)

Offense

Speed 30 ft.

Meleemwkgreataxe +15/+10 (1d12+9/×3) or

Melee unarmed strike +12/+7 (1d3+4)

Rangedmwk throwing axe +11 (1d6+5)

SpecialAttacks weapon training (axes +1)

Tactics

Before Combat If Greeves overhears combat elsewhere in the building but isn’t directly involved, he takes 2 rounds to drink his potion of blur and potion of heroism before going to investigate.

During Combat Greeves tries to quell any opposition using Power Attack every round, employing Cleave whenever possible. Failing that, Greeves prefers Vital Strike to iterative attacks.

Morale If brought below 20 hit points, Greeves backs off and drinks his potion of invisibility, then decides whether to take a few more rounds to quaff the rest of his potions before rejoining his Furies or fleeing.

Statistics

Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8

Base Atk +6; CMB +12; CMD 21

Feats Cleave, Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)

Skills Acrobatics +1, Appraise +2, Bluff +7, Climb +4, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal +3, Intimidate +10, Perception +9, Ride +1, Sense Motive +9, Stealth +1, Survival +3, Swim +4

Languages Common

SQ armor training 1

Combat Gearpotion of bear's endurance, potion of blur, potion of cure moderatewounds, potion of heroism, potion of invisibility; OtherGearmwk breastplate, mwkgreataxe, mwk throwing axe (2), cloak of resistance +1

Special Abilities

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Power Attack -2/+4You can subtract from your attack roll to add to your damage.

Vital Strike Standard action: x2 weapon damage dice.

Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

Furies (2)CR 2

Female human warrior 4

LE Medium humanoid (human)

Init +5; Senses Perception +4

Defense

AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)

hp 30 (4d10+4)

Fort +5, Ref +2, Will +1

Offense

Speed 30 ft.

Meleemwk longsword +8 (1d8+2/19-20)

Tactics

During CombatThe Furies work as a team, flanking as much as possible to deal as much Precise Strike damage as they can, and working to prevent Greeves from being overwhelmed. If their attacks are ineffective, they instead try to flank and use aid another to help Greeves hit.